Coom Nation Posted September 29, 2025 Posted September 29, 2025 I just made Axdin a slaver and encountered a bug: I'm unable to initiate dialogue with him as he just repeats stuff like "why me" or "need sleep" (I think these lines are from vampire thralls in Volkihar castle). But he is in the slaver list and I'm able to give him orders through wheel menu. Did not have this problem when I made Yrsild and Roxwinne slavers. So I don't really know if this is a DOM bug or something wrong with Axdin specifically.
a_random_user Posted September 29, 2025 Author Posted September 29, 2025 (edited) 26 minutes ago, Coom Nation said: I just made Axdin a slaver and encountered a bug: I'm unable to initiate dialogue with him as he just repeats stuff like "why me" or "need sleep" (I think these lines are from vampire thralls in Volkihar castle). But he is in the slaver list and I'm able to give him orders through wheel menu. Did not have this problem when I made Yrsild and Roxwinne slavers. So I don't really know if this is a DOM bug or something wrong with Axdin specifically. I'll test it out. Thanks for the report. Those lines are indeed Vampire Cattle dialogue options. I remember that DOM has a toggle for vampire feeding somewhere in the MCM. Maybe see if toggling that will fix the dialogue. Edited September 29, 2025 by a_random_user
Coom Nation Posted September 29, 2025 Posted September 29, 2025 23 minutes ago, a_random_user said: I'll test it out. Thanks for the report. Those lines are indeed Vampire Cattle dialogue options. I remember that DOM has a toggle for vampire feeding somewhere in the MCM. Maybe see if toggling that will fix the dialogue. I disabled "vampire cattle status" option in the MCM but still the same problem. 1
crazymango54 Posted September 30, 2025 Posted September 30, 2025 4 hours ago, Coom Nation said: I disabled "vampire cattle status" option in the MCM but still the same problem. Yeah that MCM option never worked 100% of the time. I've had the same issue, it just comes and goes for some reason. The only workaround I found is to just use wheel menus instead of dialogues, those still work fine. 1
tonitrulupus Posted October 4, 2025 Posted October 4, 2025 Hey @a_random_user, Just tested on a new playthrough with fryssca, it not seeing when I have her resignation at 66, till only have to get it up to 66 and not both submit and resignation?
a_random_user Posted October 4, 2025 Author Posted October 4, 2025 13 minutes ago, tonitrulupus said: Hey @a_random_user, Just tested on a new playthrough with fryssca, it not seeing when I have her resignation at 66, till only have to get it up to 66 and not both submit and resignation? Fryssa should require only Resignation in DOM or Submission in PAH, not both.
tonitrulupus Posted October 4, 2025 Posted October 4, 2025 2 hours ago, a_random_user said: Fryssa should require only Resignation in DOM or Submission in PAH, not both. she is at 66, had the same type of issue with fjor if I remember how her name is spelled, had her at 100 and still would not give up her sis location.
a_random_user Posted October 4, 2025 Author Posted October 4, 2025 (edited) 1 hour ago, tonitrulupus said: she is at 66, had the same type of issue with fjor if I remember how her name is spelled, had her at 100 and still would not give up her sis location. With what patch is this? Is this the DOM only patch or the PAH+DOM from the comments? You are still getting the "Are you ready to obey?" dialogue, with her responding that she can't give the message? And could you quickly check which stage the quest PqB03 is at? sqv PqB03 It has to be at stage 10 for Fryssa to give up. Edited October 4, 2025 by a_random_user
tonitrulupus Posted October 4, 2025 Posted October 4, 2025 19 minutes ago, a_random_user said: With what patch is this? Is this the DOM only patch or the PAH+DOM from the comments? I am checking on that 20 minutes ago, a_random_user said: You are still getting the "Are you ready to obey?" dialogue, with her responding that she can't give the message? I still have SHS installed so yes I have the pah+dom patch. 21 minutes ago, a_random_user said: And could you quickly check which stage the quest PqB03 is at? I will check on that as well
tonitrulupus Posted October 4, 2025 Posted October 4, 2025 (edited) 2 hours ago, tonitrulupus said: 2 hours ago, a_random_user said: And could you quickly check which stage the quest PqB03 is at? I will check on that as well stage 10 has a 1, which means complete if I remember correctly. 2 hours ago, tonitrulupus said: 2 hours ago, a_random_user said: You are still getting the "Are you ready to obey?" dialogue, with her responding that she can't give the message? I still have SHS installed so yes I have the pah+dom patch. sorry I have the pah + dom patch and no that is not coming up in the dialog. I am going to check and see if submit is worked, I will let you know. I cant remember when that started, after the up date to exclude pah or before, I am thinking after, but can't remember to be sure. Edited October 4, 2025 by tonitrulupus
Coom Nation Posted October 6, 2025 Posted October 6, 2025 I was thinking about suggestions for the quests. We already have a lot of unique slaves that we can get by completing quests. It would be cool if we can also get slavers that way. Right now we can recruit slavers by paying npcs with fitting personalities or by promoting a slave (also I think we can recruit by defeating enemy in battle but it's kind of random). So maybe there can be a quest where some slavers would join us somewhere along the questline. Basically it woul be great if we had a variety of unique slavers that we can recruit without paying them too much money (I paid Soin 10k recruit him!) or enslaving them first. So we can build a crew of slavers early in the game. 1
tonitrulupus Posted October 6, 2025 Posted October 6, 2025 1 hour ago, Coom Nation said: I was thinking about suggestions for the quests. We already have a lot of unique slaves that we can get by completing quests. It would be cool if we can also get slavers that way. Right now we can recruit slavers by paying npcs with fitting personalities or by promoting a slave (also I think we can recruit by defeating enemy in battle but it's kind of random). So maybe there can be a quest where some slavers would join us somewhere along the questline. Basically it woul be great if we had a variety of unique slavers that we can recruit without paying them too much money (I paid Soin 10k recruit him!) or enslaving them first. So we can build a crew of slavers early in the game. could be found at the slaver market, for a couple 100 gold, maybe a few of the other towns. I would suggest maybe for every one you have a set male and female. 1
a_random_user Posted October 6, 2025 Author Posted October 6, 2025 2 hours ago, Coom Nation said: I was thinking about suggestions for the quests. We already have a lot of unique slaves that we can get by completing quests. It would be cool if we can also get slavers that way. Right now we can recruit slavers by paying npcs with fitting personalities or by promoting a slave (also I think we can recruit by defeating enemy in battle but it's kind of random). So maybe there can be a quest where some slavers would join us somewhere along the questline. Basically it woul be great if we had a variety of unique slavers that we can recruit without paying them too much money (I paid Soin 10k recruit him!) or enslaving them first. So we can build a crew of slavers early in the game. 1 hour ago, tonitrulupus said: could be found at the slaver market, for a couple 100 gold, maybe a few of the other towns. I would suggest maybe for every one you have a set male and female. Funnily enough, I was looking into how to do this just 2 days ago. I wanted to add a slaver aid (henchman/henchwoman?) start to my upcoming LAL alternative start for DOM. It worked, and once I'm done with that mod, I was interested in introducing hireable slavers into DOM. Not sure how I'd implement them yet. Making a pool of options and having one wander around the slave sellers is one option. It would use a similar system as the slave seller system, and the player could hire them there. I think something similar to hireling prices makes sense (around 500 gold). Making new quest where you can get unique slavers is interesting as well. And if I can manage to implement both, it would allow for quite a bit of variety both on methods of acquiring slavers, and on which slaver the player wants to use. That's just ideas for now, I can't promise on when and how I'll manage to implement it, but I like the concepts. 1
Coom Nation Posted October 6, 2025 Posted October 6, 2025 21 minutes ago, a_random_user said: Funnily enough, I was looking into how to do this just 2 days ago. I wanted to add a slaver aid (henchman/henchwoman?) start to my upcoming LAL alternative start for DOM. It worked, and once I'm done with that mod, I was interested in introducing hireable slavers into DOM. Not sure how I'd implement them yet. Making a pool of options and having one wander around the slave sellers is one option. It would use a similar system as the slave seller system, and the player could hire them there. I think something similar to hireling prices makes sense (around 500 gold). Making new quest where you can get unique slavers is interesting as well. And if I can manage to implement both, it would allow for quite a bit of variety both on methods of acquiring slavers, and on which slaver the player wants to use. That's just ideas for now, I can't promise on when and how I'll manage to implement it, but I like the concepts. That's great news! Looking forward to new updates! 1
tonitrulupus Posted October 7, 2025 Posted October 7, 2025 6 hours ago, a_random_user said: Funnily enough, I was looking into how to do this just 2 days ago. I wanted to add a slaver aid (henchman/henchwoman?) start to my upcoming LAL alternative start for DOM. It worked, and once I'm done with that mod, I was interested in introducing hireable slavers into DOM. Not sure how I'd implement them yet. Making a pool of options and having one wander around the slave sellers is one option. It would use a similar system as the slave seller system, and the player could hire them there. I think something similar to hireling prices makes sense (around 500 gold). Making new quest where you can get unique slavers is interesting as well. And if I can manage to implement both, it would allow for quite a bit of variety both on methods of acquiring slavers, and on which slaver the player wants to use. That's just ideas for now, I can't promise on when and how I'll manage to implement it, but I like the concepts. If possible on the wondering, I would have one of each sex, like maybe 1 set for each race, and on that, I would look at how they implanted the generals son you kill in the BR quest line, use his example of how that works for him going from one city to the next and maybe you can buy a "itinerary" for their movements, for few gold each NPC, I personally most time done use fast travel much so those that don't fast travel may run in to them, I would make them the unique NPCs 1
crazymango54 Posted October 7, 2025 Posted October 7, 2025 7 hours ago, a_random_user said: henchwoman? The technical term being used in DoM is "henchwench". 1
Zoltar Posted October 7, 2025 Posted October 7, 2025 (edited) Amazing mod really, I love the quests (althrought I cant start the Fjora stage 2) I had to capture Gisli in order to get her slave haha, anyway it would be great to have the possibility to ask Erikur how much he would be willing to pay to ransom his sister, she's a noblewoman after all Also I think Nille stats after her capture should be much higher, she is a trained slave and happy with her life as a sex slave, but when I open her stats in Home Sweet Home MCM it shows zeroed stats Edited October 7, 2025 by Zoltar 1
Coom Nation Posted October 7, 2025 Posted October 7, 2025 4 hours ago, Zoltar said: it would be great to have the possibility to ask Erikur how much he would be willing to pay to ransom his sister This is already a mechanic in DOM. You need to talk to a relative of a slave while having slave with you. The option fo ransom is under "Let's have a serious chat" dialogue option. 2
Zoltar Posted October 7, 2025 Posted October 7, 2025 33 minutes ago, Coom Nation said: This is already a mechanic in DOM. You need to talk to a relative of a slave while having slave with you. The option fo ransom is under "Let's have a serious chat" dialogue option. sounds great, thanks, I wonder if it's worth doing purely from gameplay perspective I mean if people are willing to pay enough money to make the kidnapping activity worthwhile
Coom Nation Posted October 7, 2025 Posted October 7, 2025 23 minutes ago, Zoltar said: sounds great, thanks, I wonder if it's worth doing purely from gameplay perspective I mean if people are willing to pay enough money to make the kidnapping activity worthwhile Well, once I abducted Olfina and Eorlund payed me 1500 gold for her. Before that I also asked Jon but he only offered 200 gold. So I think it depends on npc's wealth level.
pelle234 Posted October 7, 2025 Posted October 7, 2025 Mod seems interesting! I'm trying to give it a go, and added the factions to some follower mods. I've got some questions about that though; Sould i only add one faction or is there a point in adding multiple factions? I've added one faction to them, but they still show up in their normal places. Does that mean something doesnt work? Would rather that they didnt show up there
a_random_user Posted October 7, 2025 Author Posted October 7, 2025 1 hour ago, pelle234 said: Mod seems interesting! I'm trying to give it a go, and added the factions to some follower mods. I've got some questions about that though; Sould i only add one faction or is there a point in adding multiple factions? I've added one faction to them, but they still show up in their normal places. Does that mean something doesnt work? Would rather that they didnt show up there The way the mod works is that every time a quest starts, it will select an NPC with the relevant faction. This NPC is then moved to the quest's location, and their equipment is set to a new one (not all systems do this). If you don't rescue/buy the NPC, the quest will disable them until they're chosen again. If you put multiple factions on the same NPC, then they can be chosen by multiple systems. So it's more random on where you'll find them, you might find them in the jail, sold by a slaver, or rescued from bandits, for example. The mod is set up to account for that, a quest won't select an NPC that's already in use in another quest. NPCs will remain on their usual place until they're selected. Finding them in the world is not a problem, it just means that they aren't picked yet. I don't have system yet to find and temporarily disable the NPCs with a set faction. I have some ideas on how to do that, but it'll need quite a bit of testing before I implement it.
pelle234 Posted October 7, 2025 Posted October 7, 2025 8 minutes ago, a_random_user said: The way the mod works is that every time a quest starts, it will select an NPC with the relevant faction. This NPC is then moved to the quest's location, and their equipment is set to a new one (not all systems do this). If you don't rescue/buy the NPC, the quest will disable them until they're chosen again. If you put multiple factions on the same NPC, then they can be chosen by multiple systems. So it's more random on where you'll find them, you might find them in the jail, sold by a slaver, or rescued from bandits, for example. The mod is set up to account for that, a quest won't select an NPC that's already in use in another quest. NPCs will remain on their usual place until they're selected. Finding them in the world is not a problem, it just means that they aren't picked yet. I don't have system yet to find and temporarily disable the NPCs with a set faction. I have some ideas on how to do that, but it'll need quite a bit of testing before I implement it. Oh great, thanks for the explanation! I read somewhere in the comments that i could maybe fix it by maybe making a patch that flips the Initially Disabled flag on them so i could fix this temporary perhaps? While you work on the big brain stuff:p
a_random_user Posted October 7, 2025 Author Posted October 7, 2025 8 minutes ago, pelle234 said: I read somewhere in the comments that i could maybe fix it by maybe making a patch that flips the Initially Disabled flag on them so i could fix this temporary perhaps? While you work on the big brain stuff:p Yes, if you go into xEdit or the Creation Kit and set them as initially disabled, they can still be selected by the mod. Or if you want to do it quickly with the console, select them and type disable. That will work to.
pelle234 Posted October 8, 2025 Posted October 8, 2025 5 minutes ago, a_random_user said: Yes, if you go into xEdit or the Creation Kit and set them as initially disabled, they can still be selected by the mod. Or if you want to do it quickly with the console, select them and type disable. That will work to. Okay I'll give it a go! Thanks alot for you taking your time answering my stupid questions🧡 1
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